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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
  <meta content="text/html; charset=ISO-8859-1"
 http-equiv="content-type">
  <title>Java 3D 1.4 Change Log</title>
</head>
<body>
<h1>Java&nbsp;3D API version 1.4 Change Log</h1>
<p>Here are the proposed changes for Java&nbsp;3D version 1.4. These
proposed changes are a results of discussion and collaboration with the
Java&nbsp;3D community on java.net (see
<a href="https://java3d.dev.java.net">https://java3d.dev.java.net</a>).
They are already part of daily and periodic stable builds available on
java.net.</p>
<h2>I. Proposed Changes<br>
</h2>
<p>Here is the list of proposed changes for the Java&nbsp;3D 1.4 API:<br>
</p>
<ol>
  <li><a href="#Programmable_shader_support">Programmable shader support</a></li>
  <li><a href="#Default_values">Default values for read capability bits</a></li>
  <li><a href="#Picking">Picking</a></li>
  <li><a href="#Stencil">Stencil</a></li>
  <li><a href="#Rendering_attributes">Rendering attributes</a></li>
  <li><a href="#Other_minor_features">Other minor features</a></li>
  <li><a href="#Deprecated_API">Deprecated API</a><br>
  </li>
</ol>
<p>For a complete description of these changes, please see the
proposed API specification (javadoc) for the 1.4 version of the
Java&nbsp;3D API.
</p>
<h3><a name="Programmable_shader_support"></a>1. Programmable shader
support<br>
</h3>
<p>We propose to add programmable shader support to Java&nbsp;3D 1.4
This is
the primary new feature of this release.<br>
</p>
<p>The following new classes and interfaces are added in
the <code>javax.media.j3d</code> package:<br>
</p>
<ul>
  <code>public class <span style="font-weight: bold;">ShaderAppearance</span>
extends Appearance<br>
public class <span style="font-weight: bold;">ShaderAttributeSet</span>
extends
NodeComponent<br>
public abstract class <span style="font-weight: bold;">ShaderAttribute</span>
extends
NodeComponent<br>
public class <span style="font-weight: bold;">ShaderAttributeBinding</span>
extends
ShaderAttribute<br>
public abstract class <span style="font-weight: bold;">ShaderAttributeObject</span>
extends ShaderAttribute<br>
public class <span style="font-weight: bold;">ShaderAttributeValue</span>
extends
ShaderAttributeObject<br>
public class <span style="font-weight: bold;">ShaderAttributeArray</span>
extends
ShaderAttributeObject<br>
public abstract class <span style="font-weight: bold;">Shader</span>
extends
NodeComponent<br>
public class <span style="font-weight: bold;">SourceCodeShader</span>
extends Shader<br>
public abstract class <span style="font-weight: bold;">ShaderProgram</span>
extends
NodeComponent<br>
public class <span style="font-weight: bold;">CgShaderProgram</span>
extends
ShaderProgram<br>
public class <span style="font-weight: bold;">GLSLShaderProgram</span>
extends
ShaderProgram<br>
public class <span style="font-weight: bold;">ShaderError</span>
extends Object<br>
public interface <span style="font-weight: bold;">ShaderErrorListener</span><br>
  <br>
  </code>
</ul>
<p>The following new classes are added in the
<code>javax.vecmath</code> package:<br>
</p>
<ul>
  <code>public abstract class <span style="font-weight: bold;">Tuple2i</span>
implements Serializable, Cloneable<br>
public class <span style="font-weight: bold;">Point2i</span> extends
Tuple2i<br>
  </code>
</ul>
<p>The following new fields, constructors, and methods are added to
existing classes:<br>
</p>
<ul>
  <code><span style="font-weight: bold; text-decoration: underline;">Canvas3D</span><br>
New method:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public boolean isShadingLanguageSupported(int
shadingLanguage)<br>
  <br>
  </code><code><span
 style="font-weight: bold; text-decoration: underline;">VirtualUniverse</span><br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void
addShaderErrorListener(ShaderErrorListener listener)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void
removeShaderErrorListener(ShaderErrorListener listener)<br>
  <br>
  </code><code></code><code><span
 style="font-weight: bold; text-decoration: underline;">GeometryArray</span><br>
New fields:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ALLOW_VERTEX_ATTR_READ<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ALLOW_VERTEX_ATTR_WRITE<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int VERTEX_ATTRIBUTES<br>
  <br>
New constructor:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public GeometryArray(... int
vertexAttrCount, int[]
vertexAttrSizes)<br>
  <br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getVertexAttrCount()<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttrSizes(int[]
vertexAttrSizes)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttr(int vertexAttrNum,
int index, float[]
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttr(int vertexAttrNum,
int index, Point2f
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttr(int vertexAttrNum,
int index, Point3f
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttr(int vertexAttrNum,
int index, Point4f
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index, float[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index, Point2f[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index, Point3f[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index, Point4f[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;float[]
vertexAttrs, int
start, int length)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Point2f[]
vertexAttrs, int
start, int length)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Point3f[]
vertexAttrs, int
start, int length)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrs(int vertexAttrNum,
int index,<br>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Point4f[]
vertexAttrs, int
start, int length)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttr(int vertexAttrNum,
int index, float[]
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttr(int vertexAttrNum,
int index, Point2f
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttr(int vertexAttrNum,
int index, Point3f
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttr(int vertexAttrNum,
int index, Point4f
vertexAttr)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttrs(int vertexAttrNum,
int index, float[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttrs(int vertexAttrNum,
int index, Point2f[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttrs(int vertexAttrNum,
int index, Point3f[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttrs(int vertexAttrNum,
int index, Point4f[]
vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setInitialVertexAttrIndex(int
vertexAttrNum, int
initialVertexAttrIndex)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getInitialVertexAttrIndex(int
vertexAttrNum)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrRefBuffer(int
vertexAttrNum, J3DBuffer vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public J3DBuffer getVertexAttrRefBuffer(int
vertexAttrNum)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrRefFloat(int
vertexAttrNum, float[] vertexAttrs)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public float[] getVertexAttrRefFloat(int
vertexAttrNum)<br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedGeometryArray</span><br>
New fields:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int
ALLOW_VERTEX_ATTR_INDEX_READ<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int
ALLOW_VERTEX_ATTR_INDEX_WRITE<br>
  <br>
New constructor:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public IndexedGeometryArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setInitialVertexAttrIndex(int
vertexAttrNum, int
initialVertexAttrIndex)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrIndex(int
vertexAttrNum, int
index, int
vertexAttrIndex)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setVertexAttrIndices(int
vertexAttrNum, int
index, int[]
vertexAttrIndices)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getVertexAttrIndex(int
vertexAttrNum, int index)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getVertexAttrIndices(int
vertexAttrNum, int
index, int[]
vertexAttrIndices)<br>
  <br>
  </code>
</ul>
<p>The following new constructors are added to
existing GeometryArray subclasses:</p>
<ul>
  <code> <span style="font-weight: bold; text-decoration: underline;">PointArray</span><br>
public PointArray(... int vertexAttrCount,
int[] vertexAttrSizes)<br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">LineArray</span><br>
public LineArray(... int vertexAttrCount, int[]
vertexAttrSizes)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">TriangleArray</span><br>
public TriangleArray(... int vertexAttrCount,
int[] vertexAttrSizes)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">QuadArray</span><br>
public QuadArray(... int vertexAttrCount, int[]
vertexAttrSizes)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">GeometryStripArray</span><br>
public GeometryStripArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">LineStripArray</span><br>
public LineStripArray(... int vertexAttrCount,
int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">TriangleStripArray</span><br>
public TriangleStripArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="text-decoration: underline; font-weight: bold;">TriangleFanArray</span><br>
public TriangleFanArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedPointArray</span><br>
public IndexedPointArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedLineArray</span><br>
public IndexedLineArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedTriangleArray</span><br>
public IndexedTriangleArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedQuadArray</span><br>
public IndexedQuadArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedGeometryStripArray</span><br>
public IndexedGeometryStripArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedLineStripArray</span><br>
public IndexedLineStripArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">IndexedTriangleStripArray</span><br>
public IndexedTriangleStripArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  <br>
  <br>
  <span style="text-decoration: underline; font-weight: bold;">IndexedTriangleFanArray</span><br>
public IndexedTriangleFanArray(... int
vertexAttrCount, int[] vertexAttrSizes ...)<br>
  </code>
</ul>
<p><br>
</p>
<h3><a name="Default_values"></a>2. Default values for read capability
bits<br>
</h3>
<p>Capability bits control whether data in a Java&nbsp;3D scene graph
object
may be read or written when it is part of a live or compiled subgraph.
We propose to change the default value for all read capability bits to
true, meaning that all attributes may be read by default (the default
value for all write capability bits will remain false, meaning that no
attributes may be written by default). Note that read capability bits
are defined as those capability bits of the form <code>ALLOW_*_READ</code>,
plus the <code>ALLOW_INTERSECT</code> capability bit.<br>
</p>
<code></code>
<p><br>
</p>
<h3><a name="Picking"></a>3. Picking<br>
</h3>
<p>We propose to add a new PickInfo class (with an inner class to hold
intersection information), and new core picking methods that return
objects of this new class type.<br>
</p>
<p>New Classes:<br>
</p>
<ul>
  <code><span style="font-weight: bold; text-decoration: underline;"></span>public
class <span style="font-weight: bold;">PickInfo</span> extends Object<br>
public class <span style="font-weight: bold;">PickInfo.IntersectionInfo</span>
extends
Object<br>
  </code>
</ul>
<p>New methods:<br>
</p>
<ul>
  <code><span style="font-weight: bold; text-decoration: underline;">Locale</span><br>
public PickInfo[] pickAll( int mode, int flags,
PickShape pickShape )<br>
public PickInfo[] pickAllSorted( int mode, int
flags, PickShape pickShape )<br>
public PickInfo pickClosest( int mode, int
flags, PickShape pickShape )<br>
public PickInfo pickAny( int mode, int flags,
PickShape pickShape )<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">BranchGroup</span><br>
public PickInfo[] pickAll( int mode, int flags,
PickShape pickShape )<br>
public PickInfo[] pickAllSorted( int mode, int
flags, PickShape pickShape )<br>
public PickInfo pickClosest( int mode, int
flags, PickShape pickShape )<br>
public PickInfo pickAny( int mode, int flags,
PickShape pickShape )</code>
</ul>
<p><br>
</p>
<h3><a name="Stencil"></a>4. Stencil<br>
</h3>
<p>We propose new stencil functionality. Here are the proposed new
fields and methods:<br>
</p>
<ul>
  <code> </code><code><span
 style="font-weight: bold; text-decoration: underline;">RenderingAttributes</span><br>
New fields:<br>
  </code><code>&nbsp;&nbsp;&nbsp;&nbsp;public static final int
ALLOW_STENCIL_ATTRIBUTES_READ<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int
ALLOW_STENCIL_ATTRIBUTES_WRITE<br>
  </code><code>&nbsp;&nbsp;&nbsp; public static final int STENCIL_KEEP<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int STENCIL_ZERO<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int STENCIL_REPLACE<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int STENCIL_INCR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int STENCIL_DECR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int STENCIL_INVERT<br>
  <br>
New methods:<br>
&nbsp;&nbsp;&nbsp; public void setStencilEnable(boolean enable)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public boolean getStencilEnable()<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setStencilOp(int failOp, int
zFailOp, int zPassOp)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setStencilOp(int[] stencilOps)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getStencilOp(int[] stencilOps)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setStencilFunction(int function,
int refValue, int compareMask)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setStencilFunction(int[] params)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getStencilFunction(int[] params)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setStencilWriteMask(int mask)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getStencilWriteMask()<br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">GraphicsConfigTemplate3D</span><br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setStencilSize(int value)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getStencilSize()<br>
  </code>
</ul>
<p><br>
</p>
<h3><a name="Rendering_attributes"></a>5. Rendering attributes<br>
</h3>
<p>We propose to add new rendering attributes/modes to enable
applications to specify the depth test function, additional raster
operations, and additional blending modes. The new fields and methods
are as follows:<br>
</p>
<ul>
  <code> <span style="text-decoration: underline; font-weight: bold;">RenderingAttributes</span><br>
New fields:<br>
&nbsp;&nbsp;&nbsp; public static final int
ALLOW_DEPTH_TEST_FUNCTION_READ<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int
ALLOW_DEPTH_TEST_FUNCTION_WRITE<br>
&nbsp;&nbsp;&nbsp; public static final int ROP_CLEAR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_AND<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_AND_REVERSE<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_AND_INVERTED<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_NOOP<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_OR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_NOR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_EQUIV<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_INVERT<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_OR_REVERSE<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_COPY_INVERTED<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_OR_INVERTED<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_NAND<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ROP_SET<br>
  <br>
New methods:<br>
  </code><code>&nbsp;&nbsp;&nbsp; public void setDepthTestFunction(int
function)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getDepthTestFunction()<br>
  </code><br>
  <code></code><code><span
 style="font-weight: bold; text-decoration: underline;">TransparencyAttributes</span><br>
New fields:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int BLEND_DST_COLOR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int
BLEND_ONE_MINUS_DST_COLOR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int BLEND_SRC_COLOR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int
BLEND_ONE_MINUS_SRC_COLOR<br>
  </code>
</ul>
<p><br>
</p>
<h3><a name="Other_minor_features"></a>6. Other minor features<br>
</h3>
<p>We propose to add the following new features: a name for all scene
graph objects; the ability to get the Locale or parent from a live or
compiled scene graph, a scene graph structure change listener, and a
method to get the tessellated glyph geometry for a character in a 3D
font.
</p>
<p>The following new class has been added:</p>
<ul>
  <code>public interface <span style="font-weight: bold;">GraphStructureChangeListener</span><br>
  </code>
</ul>
<p>The new fields and methods are as follows:</p>
<ul>
  <code> <span style="font-weight: bold; text-decoration: underline;">VirtualUniverse</span><br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void
addGraphStructureChangeListener(GraphStructureChangeListener listener)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void
removeGraphStructureChangeListener(GraphStructureChangeListener
listener)<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">SceneGraphObject</span><br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setName(String name)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public String getName()<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">Node</span><br>
New fields:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ALLOW_PARENT_READ<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int ALLOW_LOCALE_READ<br>
  <br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public Locale getLocale()<br>
  <br>
  <br>
  <span style="font-weight: bold; text-decoration: underline;">Font3D</span><br>
New methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public GeometryArray getGlyphGeometry(char c)<br>
  </code>
</ul>
<p><br>
</p>
<h3><a name="Deprecated_API"></a>7. Deprecated API<br>
</h3>
<p>We propose to deprecate the following classes:</p>
<ul>
  <code> <span style="font-weight: bold;">CompressedGeometry</span><br>
  <span style="font-weight: bold;">CompressedGeometryHeader</span><br>
  <span style="font-weight: bold;">PickPoint</span><br>
  <span style="font-weight: bold;">Morph</span><br>
  </code>
</ul>
<p>We propose to deprecate the following fields and methods:</p>
<ul>
  <code> <span style="font-weight: bold; text-decoration: underline;">Sensor</span><br>
Deprecated fields:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int PREDICT_NONE<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int PREDICT_NEXT_FRAME_TIME<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int NO_PREDICTOR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int HEAD_PREDICTOR<br>
&nbsp;&nbsp;&nbsp;&nbsp;public static final int HAND_PREDICTOR<br>
  <br>
Deprecated methods:<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setPredictor(int predictor)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getPredictor()<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void setPredictionPolicy(int policy)<br>
&nbsp;&nbsp;&nbsp;&nbsp;public int getPredictionPolicy()<br>
&nbsp;&nbsp;&nbsp;&nbsp;public void getRead(Transform3D read, long
deltaT)<br>
  </code>
</ul>
<p><br>
</p>
<h3>II. Accepted Changes</h3>
<p><br>
</p>
<h3>III. Deferred Changes</h3>
<p><br>
</p>
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